In this blog we will create a system for automatic character prefab automation. We will cover baking textures during reduction for URP and rebinding LODs to the original skeleton.
In this blog post we'll showcase how to automate LOD creation for Unity prefabs. This allows us to optimize our game with (almost) the click of a button.
In this blog we will look at how to use the quad reducer in Maya for character optimization. We'll look at both how to use it from the user interface but also from scripting.
In this blog post we will look at two shading tricks that will increase visual quality of vegetation impostors; fading of orthogonal planes and noising of normals.
In this blog we will have a first look at the new Simplygon Subsystem import and export API for Unreal Engine and how to use it using Python. We will use it to aggregate and remove internal geometry of a collection of Static Mesh Actors.
In this post we will look at how to cast textures for custom shaders in Unity using compute casters. This is very useful if you have non-standard shaders that use custom texture channels.
We are proud to present our next major release. Simplygon 10.4 comes with improvements to the quad reducer, small parts remover and tessellated attributes. It also adds support for Unreal Engine 5.5, Maya 2025 and Blender 4.2.